Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Shadows wobble when looked at #16520

Closed
TomWor opened this issue Feb 9, 2018 · 2 comments
Closed

Shadows wobble when looked at #16520

TomWor opened this issue Feb 9, 2018 · 2 comments
Labels

Comments

@TomWor
Copy link

TomWor commented Feb 9, 2018

Godot version:
3.0

OS/device including version:
Windows + Linux GTX970

Issue description:
I noticed quite a bit of issues with shadows "wobbling" around in my test scene and was surprised when moving the camera around that the shadows would start becoming super sharp and steady, just like I wanted them to. Is this a misconfiguration on my part, a bug or is this intended behaviour somehow?
Issues #12148 and #13575 might be related.

Edit: Shadow Filtering in project settings is disabled.

Lookin good:
screenshot 3

Lookin meh:
screenshot 4

Steps to reproduce:

  1. Check out https://github.com/Worgames/superspacearcade_godot
  2. Open "scenes/TestScene"
  3. Move the camera around near a tunnel element
@Calinou
Copy link
Member

Calinou commented Feb 9, 2018

This may be due to how your DirectionalLight is set up.

If you set the shadow depth range to Optimized, the engine will try to find the best possible "layout" for shadow rendering, which will make shadows look sharper at the expense of visible "fuzzing" when the camera is moving (it's noticeable around shadow edges). In some scenes, it may also cause shadow quality to vary depending on the camera's position.

The default setting, Stable, uses a constant approach; shadows won't look as sharp, but won't have a "fuzzy" appearance when the camera is moving.

See Lights and Shadows in the documentation.

@TomWor
Copy link
Author

TomWor commented Feb 9, 2018

Wow, this looks much better for what I intended, thanks @Calinou - I also set Mode to "PSSM 4 Split" and now it's just brilliant - don't know the performance hit yet but the visuals are great.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants